Squid Game: Let the Games Begin
Squid Game: Let the Games Begin Rulebook
Table of Contents
Table of Contents
Components
2 boards for 4 battles: Red Light Green Light – Dalgona and Tug of War – Squid Game
- 72 Team Tokens, divided into 6 teams
- 7 Doll Cards for Red Light Green Light
- 11 Dalgona Cards for Dalgona
- 38 Player Cards for Red Light Green Light, Tug of War and Glass Bridge
- 24 Squid Cards for Squid Game
- 4 die-cuts Marbles Tokens to make 2 Marbles for Marbles
- 1 Speed Token for Squid Game
- 8 Glass Bridge Tiles for Glass Bridge
- 1 Timer and 2 Timer Markers
- 4 Mannequin and Wall strips for Glass Bridge and Marbles
Object
Lead your team through six deadly games. Your team members who survive move on to the next game. Make it through all six games with at least one surviving team member to win.
Setup
Each player chooses a color and takes the matching Player Cards (6) and Team Tokens (12). Start the game with 7 Team Tokens. Place the other 5 tokens aside until you need them.
Survival and Elimination
Each game has rules for which tokens survive and which are eliminated. Tokens that survive make it to the next game. Tokens that are eliminated are out of play and put into the piggy bank (tray inside the box). Don't forget to flip them to reveal the money side.
Timer
Some games use the Timer. To set the Timer to 15:00, stack the 05:00 marker and the double-sided 10:00 and 15:00 marker on the Timer 00:00 with 15:00 face-up. To count down, move to the next marker. When the Timer reaches 00:00, team members who have not completed the game are immediately eliminated.
Recruitment
Important: After each game, you recruit an extra team member. Add one of your extra Team Tokens you had put aside to your team. Even if your entire team has been eliminated in a game, you'll have at least one token going into the next game.
The Games
Play the games in the following order:
- Red Light Green Light
- Dalgona
- Tug of War
- Marbles
- Glass Bridge
- Squid Game
Taking Turns
For the games that require players to take turns, the player with the most tokens goes first. Play then continues clockwise. If there is a tie, the player who has the Team Token with the highest number goes first. Example: Team A has tokens 366 and 205. Team B has tokens 403 and 111. Team B goes first.
The VIPs
No one knows much about the VIPs, other than that they are super wealthy individuals betting on the outcome of the games. Be careful. You don't want to see what happens if they get bored.
Winning the Game
Only the strongest team can win. If the winner of the final Squid Game is a member of your team, you win the game.
Red Light Green Light
"You are allowed to move forward when 'It' shouts out, 'Green Light.' Stop when 'It' shouts, 'Red Light.' If your movement is detected afterwards, you will be eliminated."
Object: Get your team across the field without being seen by the giant Doll.
Components needed: Red Light Green Light Board - Doll Cards (7) - Timer set to 10:00 - Player Cards (6 per player)
Rules: Red Light Green Light is played in rounds. Each round:
- Place a token behind the starting line (if you don't already have one here).
- Play one of your six cards face down.
- Reveal cards after everyone has played.
- Doll Looks: Flip the top Doll Card to see when it opens its eyes.
- Eliminate: If the Red Light shows your number, you didn't stop in time. Do not move this round. Instead, eliminate your token that is closest to the Doll. If your only token is behind the starting line, eliminate this token.
- Move: If the Red Light does not show your number or a Green Light is revealed, you succeed. Move all your tokens on the board that many lanes closer to the Doll, including the token behind the starting line. Any token that crosses into the Doll's space survives!
- Push: If you played a 0 Push card, none of your tokens move. Instead, after everyone else has moved, push one opponents' token (your choice) in your lane or the lane ahead of you, causing them to be eliminated. If several players play 0 Push, the player with the highest numbered token on the board pushes first, then the next highest, and so on. Note: A token behind the starting line may push another token in the first lane or behind the starting line.
- Discard the Doll Card face down to one side.
Countdown: After the last Doll Card is played, the Timer counts down. Shuffle the Doll Cards and continue playing. When the Timer reaches 00:00, any tokens still on the board are eliminated.
Dalgona
"Choose one of the four available shapes you see. The shape you have chosen is the shape you must remove from the honeycomb. You will pass if you poke out the shape without it breaking or cracking within the time limit."
At the start of Dalgona, each player recruits a new team member.
Object: Poke out the different shapes without cracking your Dalgonas.
Components needed: Dalgona Board - Dalgona Cards (11) - Timer set to 15:00
Placement: On your turn, distribute all your tokens among the four shapes any way you like. Place tokens in the shaded sections. Then the next player clockwise places all their tokens. Once all tokens have been placed, it is time to poke out the shapes.
Rules: Dalgona is played in rounds. Each round:
- Shuffle: On your turn, the player to your right shuffles all the Dalgona Cards for you.
- Poke: Turn over cards until you decide to stop or you draw the "Crack!" card. You must draw at least one card.
- Exception: If you have no tokens on the board, your turn is over and you do not draw any more cards.
- You reveal "Crack!": Eliminate one of your tokens from the board. Your turn is over. Exception: If you draw "Crack!" as your first card, eliminate any opponents' token instead!
- You reveal a shape: Advance one of your tokens on that shape along the arrow to the next section.
- If the token advances from the last section of the shape: you have completed the Dalgona and your token survives!
- If you do not have a token in this shape: You "Kick the Lighter" and must advance another player's token in that shape.
Countdown: Once everyone has had a turn, the Timer counts down. When the Timer reaches 00:00, any tokens still on the board are eliminated.
Tug of War
"All players, please divide yourselves into six teams. In order to win, you must pull the rope towards your platform in an attempt to drop your opponents down below."
At the start of Tug of War, each player recruits a new team member.
Object: Pull the other teams into the gap. Tokens on winning teams survive.
Components needed: Tug of War Board - Player Cards (6 per player)
Placement: Take turns placing a token on the Tug of War board. There are six teams to choose from, representing three separate Tug of War battles. You may place your tokens on teams that are competing against each other. Once all tokens have been placed, it's time to Pull!
Note: A token competing against a team with no tokens automatically survives.
Balance Rule: You cannot place a token if it would give one side two more tokens than the other side. Example: Team A has 1 token and Team B has 2 tokens. A token cannot be added to Team B until someone has added a second token to Team A.
There are only 24 locations for tokens. Any tokens not placed on the board are eliminated.
Rules:
- Play one card facedown for each token you have. Place the card behind the appropriate team. If you have tokens on opposing teams, play cards on both sides. As you only have 6 cards, if you have more than 6 tokens, choose wisely where to place your cards.
- Reveal cards once everyone has played, one battle at a time.
- Highest Total: The team with the highest total wins by pulling the other team into the gap. All winning tokens survive. All losing tokens are eliminated.
- Three Steps: A team with a "0" makes the other team fall by stepping forward three steps. When a "0" is played, the lowest total wins. However, two "0"s, even on the same side, cancel each other out and the highest total wins. Lowest total wins with three "0"s, highest total with four "0"s, and so on.
If there is a tie: The side with more tokens wins. If there is still a tie, the VIPs betting on the games get bored and decide to eliminate both teams.
Marbles
"When two people agree to play together, shake hands to show you have become partners. The player who manages to take all the marbles from their partner wins."
At the start of Marbles, each player recruits a new team member.
Object: Pair up tokens and play marbles against each other. The winner of each game survives.
Components needed: Two marbles - Wall strips
Pair up: Take turns placing a token on the table. Place a token by itself or pair it up with another token. No more than two tokens can be grouped together. When you are out of tokens to place, if you have a token by itself, pair it up with another single token. Pairing ends when every token is paired up.
Note: If there is a single token that cannot pair up with another token, this token survives to the next round.
Rules:
- On your turn, select a pair which contains your token. Decide whether you will play "Odd Even" or "Closest to the wall". After a winner is determined, the next player clockwise selects a pair. Continue until all pairs have played. Note: if both tokens in a pair are yours, one automatically survives, and one is eliminated.
Odd even: Hide one or two marbles in your hand. Your opponent guesses "Odd" or "Even".
- If your opponent is correct: Their token survives and yours is eliminated.
- If your opponent is wrong: Their token is eliminated and yours survives.
Note: A player who tries to hide zero marbles automatically loses for not following the rules.
Closest to the wall: Lay the Wall strips flat on the table. Your opponent rolls a marble, then you roll. Whoever rolls closest to the red line on the wall wins. Rolling off the table is an instant loss.
Glass Bridge
"Please choose one of the mannequins that you see presented before you. Once you've chosen, take the corresponding vest. The tempered glass stepping stone is strong enough to hold the weight of two people. However, the normal glass will break even if just one person steps on it."
At the start of Glass Bridge, each player recruits a new team member.
Object: Cross the Glass Bridge before time runs out.
Components needed: Glass Bridge Tiles (up to 8 tiles) - Player Cards (6 per player) - Mannequin Strips (up to 4 strips) - Timer set to 15:00
Setup: Count the number of surviving tokens:
- 6 or less: Use one Mannequin Strip
- 7-12: Use two Mannequin Strips
- 13-18: Use three Mannequin Strips
- 19-24: Use four Mannequin Strips
If there are less than 8 surviving tokens, use only that number of Glass Bridge Tiles. Flip the Glass Bridge Tiles so the broken side is face down. Shuffle the tiles, being sure to turn them around so no one knows which way is which.
Placement: Place the Mannequin Strips in a line. Take turns placing a token above a mannequin to claim that position. Each end of the line could be first place or last place. You won't know until all tokens are in position.
Build: Once all tokens have been positioned, each player plays out one card. Add all the numbers.
- If the total is odd: Build the Glass Bridge in a row to the left of the tokens.
- If the total is even: Build the Glass Bridge in a row to the right of the tokens.
Return the card to your hand.
Rules: Glass Bridge is played in rounds. Each round:
- Slide tokens on the position lines forward to eliminate any empty spaces. Do not slide tokens on the Glass Bridge.
- Play a card face down.
- Reveal cards after everyone has played.
- Move based on the card you played. Start with the player who played the highest card and continue clockwise around the table. If two players have played the same number, the player with a token closest to the end of the Glass Bridge goes first. If there's still a tie, the higher numbered token breaks the tie.
- Move one of your tokens forward the number of positions on your card. A token that moves off the final tile of the Glass Bridge survives.
- Chain Reactions: If you move or are pushed into a position with two tokens, stop there and push one of the two tokens into the next space. This may trigger another push and even force a player to move forward on the Glass Bridge. If your token is pushed as part of a chain reaction, you get to decide onto which side of the Glass Bridge to jump.
- Discard cards after playing them.
Countdown: Once you've played all your cards, retrieve all six and count the Timer down. When the Timer reaches 00:00, any tokens that haven't crossed the bridge are eliminated.
Chain reactions example: If the red Token plays "3", it only moves one step because it has to stop when two tokens are at the same position. Then, it pushes one of the two tokens and gets to decide onto which side of the Glass Bridge to jump.
Moving on the Glass Bridge: Move one space at a time on the Glass Bridge. When you move or are pushed due to a chain reaction on the Glass Bridge, declare which side of the tile you want to leap to. Then reveal the tile.
- If you chose the broken side: The glass breaks. Eliminate this token.
- If you chose the unbroken side: You are still alive. Continue the rest of your move.
0 Push: When you play your 0 Push, push a token in the same position as one of your tokens into the next space. If this makes the token move forward on the Glass Bridge, you choose which side, allowing you to decide whether to eliminate one of your opponents' token. If the token moves into a position with two tokens, follow the rules for a chain reaction.
The VIPs: If the Timer reads 15:00 or 10:00 when the final tile of the Glass Bridge is revealed, the VIPs get bored. To make things exciting again, they immediately reduce the Timer to 05:00 and players retrieve all of their cards at the end of the round. If the Timer was already at 05:00, the VIPs do nothing.
Squid Game
"The attackers must enter the squid shape court, run past the defense, and then tap the area inside the squid's head with his foot to secure the win. If a situation arises in which players are unable to continue playing, the last one standing will be the winner."
At the start of Squid Game, each player recruits a new team member.
Object: Be the first one to reach the Squid Head to win the game.
Components needed: Squid Game board - Squid Game Cards (4 per player) - Speed Token
The player with the least tokens starts with the Speed Token. If there is a tie, the player with the highest numbered token on the board takes the Speed Token.
Placement: Everyone places one token in the Square and their surviving team members in the Safe Zone at the bottom of the Squid. Tokens in the Safe Zone cannot be Stabbed or Pushed. There is no Timer. The game ends when someone reaches the Squid Head or only one Team is left.
Rules:
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Play one of your four cards facedown.
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Reveal cards once everyone has played.
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Resolve cards in order: 1-Block, 2-Stab, 3-Push, 4-Move. Resolve all Blocks first, then all Stabs, then all Pushes, then finally all Moves. When multiple players choose the same card, begin with the player who has the Speed Token and continue clockwise to determine who plays first.
- Block: Prevents your tokens from being eliminated when Stabbed. You can still be Pushed.
- Stab: Eliminate another player's token in the same zone as one of your tokens. You cannot Stab a token that has played Stab as well. If the only player you could Stab has played Block, you are eliminated.
- Push: Push a token that is Blocking in the same zone as one of your tokens. The token is pushed outside the Squid Game court and eliminated by the guards.
- Move: Choose one of the following:
- Move a token from the Safe Zone to the Square
- Move a token from the Square to the "1" space in the Triangle
- Move a token in the Triangle to the next numbered space
Note: You can have multiple tokens in a zone. All tokens in the Triangle are in the same zone.
Actions: When players choose the same action, begin with the player who has the Speed Token and continue clockwise. Actions are resolved in this order:
- Block:
- Cannot be Stabbed.
- Can be pushed, you are eliminated.
- Stab:
- Stab one player's token in your zone (Square or Triangle), it is eliminated.
- Cannot Stab a player who has played Stab.
- If you Stab someone who has played Block, you are eliminated.
- Push:
- Can only push one player's token who has played Block in your zone (Square or Triangle), it is eliminated.
- Move: Move one of your tokens:
- From the Safe Zone to the Square.
- From the Square to the Triangle ("1").
- To the next numbered space in the Triangle.
Example of a round: 1 - Blue blocks and cannot be stabbed. 2.a. - White and Pink stab. White is clockwise from Speed Token and so stabs first. White 325 stabs and eliminates Green 056. 2.b. - Pink can only stab Blue 240 (tokens in the Safe Zone cannot be stabbed). Blue has blocked so Pink is eliminated instead. Eliminate Pink 021. 3 - Yellow pushes a blocking player. Yellow 068 pushes and eliminates Blue 067. 4 - Green and Red play move. Green moves 107 to the Square. Red moves 349 to "1" in the Triangle. The round ends. Advance Blue 240 to "4" and Red 349 to "2". Players return their cards back to their hands. Begin the next round.
Winning the Game (Squid Game)
The first token to reach the Squid Head wins, and the game is over. Every other token on the board is eliminated. Alternatively, if at any time yours is only team still alive, you win.